using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Collections;

namespace FBPChaos
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class MainGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        //SpriteBatch spriteBatch;
        //Texture2D cursorTexture;
        //Texture2D wizardTexture;
        //Vector2 cursorPosition = Vector2.Zero;
        //TerrainGrid terrain;
        //Cursor cursor;
        GraphicsEngine graphicsEngine;
        
        MainMenu mainMenu;
        Game game;
        KeyboardState state;

        public MainGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //terrain = new TerrainGrid();
            //cursor = new Cursor(terrain);
            
            game = new Game();
            state = Keyboard.GetState();
            graphicsEngine = new GraphicsEngine(graphics, Content, GraphicsDevice, game.Messages, game.Menu);
            game.startGame();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            
            // TODO: use this.Content to load your game content here
            graphicsEngine.LoadContent();
            //graphicsEngine.LoadMonsters(monsterTemplates);
            //graphicsEngine.LoadWizards(wizards);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (state.GetPressedKeys().Length != Keyboard.GetState().GetPressedKeys().Length)
            {
                //Update current state
                state = Keyboard.GetState();
                //Get input to go to next screen
                if (state.GetPressedKeys().Length > 0)
                {
                    //messages.addText(state.GetPressedKeys()[0].ToString());
                    game.nextStep(state.GetPressedKeys());
                }
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphicsEngine.Draw(game.Wizards, game.Monsters, game.GameCursor);
            base.Draw(gameTime);
        }
    }
}
